update misc command notes
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+18
-8
@@ -2131,7 +2131,10 @@ struct C_SetBlockedSenders_BB_C6 : C_SetBlockedSenders_C6<28> { } __packed__;
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// No arguments except header.flag
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// C9: Broadcast command (Episode 3)
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// Same as 60, but only send to Episode 3 clients.
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// Same as 60, but should be forwarded only to Episode 3 clients.
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// newserv uses this command for all server-generated events (in response to CA
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// commands), except for map data requests. This differs from Sega's original
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// implementation, which sent CA responses via 60 commands instead.
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// CA (C->S): Server data request (Episode 3)
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// The CA command format is the same as that of the 6xB3 commands, and the
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@@ -2786,7 +2789,9 @@ struct C_MoveGuildCard_BB_0AE8 {
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// E9 (S->C): Remove player from spectator team (Episode 3)
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// Same format as 66/69 commands. Like 69 (and unlike 66), the disable_udp field
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// is unused in command E9.
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// is unused in command E9. When a spectator leaves a spectator team, the
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// primary players should receive a 6xB4x52 command to update their spectator
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// counts.
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// EA (S->C): Timed message box (Episode 3)
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// The message appears in the upper half of the screen; the box is as wide as
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@@ -2887,9 +2892,10 @@ struct C_Unknown_BB_1EEA {
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// spectator team.
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// This command is used to add both primary players and spectators - if the
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// client ID in .lobby_data is 0-3, it's a primary player, otherwise it's a
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// spectator. (Of course, the other primary players in the game receive a 65
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// command rather than an EB command to notify them of the joining
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// player.)
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// spectator. (In the case of a primary player joining, the other primary
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// players in the game receive a 65 command rather than an EB command to notify
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// them of the joining player; in the case of a joining spectator, the primary
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// players receive a 6xB4x52 instead.)
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// 01EB (S->C): Send stream file index (BB)
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@@ -2956,8 +2962,8 @@ union C_UpdateAccountData_BB_ED {
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// EE: Trade cards (Episode 3)
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// This command has different forms depending on the header.flag value; the flag
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// values match the command numbers from the Episodes 1&2 trade window sequence.
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// The sequence of events with the EE command matches that of the Episodes 1&2
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// trade window; see the description of the D0 command above for details.
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// The sequence of events with the EE command also matches that of the Episodes
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// 1&2 trade window; see the description of the D0 command above for details.
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// EE D0 (C->S): Begin trade
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struct SC_TradeCards_GC_Ep3_EE_FlagD0_FlagD3 {
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@@ -2993,7 +2999,9 @@ struct S_CardTradeComplete_GC_Ep3_EE_FlagD4 {
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// scrolls to the left.
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// EF (C->S): Join card auction (Episode 3)
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// No arguments
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// This command should be treated like AC (quest barrier); that is, when all
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// players in the same game have sent an EF command, the server should send an
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// EF back to them all at the same time to start the auction.
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// EF (S->C): Start card auction (Episode 3)
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@@ -5698,6 +5706,8 @@ struct G_TournamentMatchResult_GC_Ep3_6xB4x51 {
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} __packed__;
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// 6xB4x52: Set game metadata
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// This is sent to all players in a game and all attached spectator teams when
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// any player joins or leaves any spectator team watching the same game.
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struct G_SetGameMetadata_GC_Ep3_6xB4x52 {
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G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetGameMetadata_GC_Ep3_6xB4x52) / 4, 0, 0x52, 0, 0, 0};
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